kwin/effects/showfps/showfps.cpp
Martin Gräßlin f9a2ecbf33 Do not use ShaderManager::isValid to check for OpenGL2 compositing
The main usage of ShaderManager::isValid was to have OpenGL2 specific
code pathes. Now we have an actual OpenGL2Compositing type and we know
that the ShaderManager is valid if we have this compositing type and we
know that it is not valid on OpenGL1Compositing. This gives us a much
better check and allows us to use the isValid method just for where we
want to check whether the shaders compiled successfully.

In addition some effects require OpenGL2, so we do not need to check
again that the ShaderManager is valid. Such usages are removed.
2012-09-29 15:33:57 +02:00

464 lines
15 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#include "showfps.h"
// KConfigSkeleton
#include "showfpsconfig.h"
#include <kwinconfig.h>
#include <kwinglutils.h>
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
#include <X11/Xlib.h>
#include <X11/extensions/Xrender.h>
#endif
#include <kwinxrenderutils.h>
#include <math.h>
#include <QPainter>
#include <QVector2D>
namespace KWin
{
KWIN_EFFECT(showfps, ShowFpsEffect)
const int FPS_WIDTH = 10;
const int MAX_TIME = 100;
ShowFpsEffect::ShowFpsEffect()
: paints_pos(0)
, frames_pos(0)
, fpsText(0)
{
for (int i = 0;
i < NUM_PAINTS;
++i) {
paints[ i ] = 0;
paint_size[ i ] = 0;
}
for (int i = 0;
i < MAX_FPS;
++i)
frames[ i ] = 0;
reconfigure(ReconfigureAll);
}
void ShowFpsEffect::reconfigure(ReconfigureFlags)
{
ShowFpsConfig::self()->readConfig();
alpha = ShowFpsConfig::alpha();
x = ShowFpsConfig::x();
y = ShowFpsConfig::y();
if (x == -10000) // there's no -0 :(
x = displayWidth() - 2 * NUM_PAINTS - FPS_WIDTH;
else if (x < 0)
x = displayWidth() - 2 * NUM_PAINTS - FPS_WIDTH - x;
if (y == -10000)
y = displayHeight() - MAX_TIME;
else if (y < 0)
y = displayHeight() - MAX_TIME - y;
fps_rect = QRect(x, y, FPS_WIDTH + 2 * NUM_PAINTS, MAX_TIME);
int textPosition = ShowFpsConfig::textPosition();
textFont = ShowFpsConfig::textFont();
textColor = ShowFpsConfig::textColor();
double textAlpha = ShowFpsConfig::textAlpha();
if (!textColor.isValid())
textColor = QPalette().color(QPalette::Active, QPalette::WindowText);
textColor.setAlphaF(textAlpha);
switch(textPosition) {
case TOP_LEFT:
fpsTextRect = QRect(0, 0, 100, 100);
textAlign = Qt::AlignTop | Qt::AlignLeft;
break;
case TOP_RIGHT:
fpsTextRect = QRect(displayWidth() - 100, 0, 100, 100);
textAlign = Qt::AlignTop | Qt::AlignRight;
break;
case BOTTOM_LEFT:
fpsTextRect = QRect(0, displayHeight() - 100, 100, 100);
textAlign = Qt::AlignBottom | Qt::AlignLeft;
break;
case BOTTOM_RIGHT:
fpsTextRect = QRect(displayWidth() - 100, displayHeight() - 100, 100, 100);
textAlign = Qt::AlignBottom | Qt::AlignRight;
break;
case NOWHERE:
fpsTextRect = QRect();
break;
case INSIDE_GRAPH:
default:
fpsTextRect = QRect(x, y, FPS_WIDTH + NUM_PAINTS, MAX_TIME);
textAlign = Qt::AlignTop | Qt::AlignRight;
break;
}
}
void ShowFpsEffect::prePaintScreen(ScreenPrePaintData& data, int time)
{
if (time == 0) {
// TODO optimized away
}
t.start();
frames[ frames_pos ] = t.minute() * 60000 + t.second() * 1000 + t.msec();
if (++frames_pos == MAX_FPS)
frames_pos = 0;
effects->prePaintScreen(data, time);
data.paint += fps_rect;
paint_size[ paints_pos ] = 0;
}
void ShowFpsEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
{
effects->paintWindow(w, mask, region, data);
// Take intersection of region and actual window's rect, minus the fps area
// (since we keep repainting it) and count the pixels.
QRegion r2 = region & QRect(w->x(), w->y(), w->width(), w->height());
r2 -= fps_rect;
int winsize = 0;
foreach (const QRect & r, r2.rects())
winsize += r.width() * r.height();
paint_size[ paints_pos ] += winsize;
}
void ShowFpsEffect::paintScreen(int mask, QRegion region, ScreenPaintData& data)
{
effects->paintScreen(mask, region, data);
int fps = 0;
for (int i = 0;
i < MAX_FPS;
++i)
if (abs(t.minute() * 60000 + t.second() * 1000 + t.msec() - frames[ i ]) < 1000)
++fps; // count all frames in the last second
if (fps > MAX_TIME)
fps = MAX_TIME; // keep it the same height
if (effects->isOpenGLCompositing()) {
paintGL(fps);
glFinish(); // make sure all rendering is done
}
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
if (effects->compositingType() == XRenderCompositing) {
paintXrender(fps);
XSync(display(), False); // make sure all rendering is done
}
#endif
}
void ShowFpsEffect::paintGL(int fps)
{
int x = this->x;
int y = this->y;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// TODO painting first the background white and then the contents
// means that the contents also blend with the background, I guess
if (effects->compositingType() == OpenGL2Compositing) {
ShaderManager::instance()->pushShader(ShaderManager::ColorShader);
}
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
vbo->reset();
QColor color(255, 255, 255);
color.setAlphaF(alpha);
vbo->setColor(color);
QVector<float> verts;
verts.reserve(12);
verts << x + 2 * NUM_PAINTS + FPS_WIDTH << y;
verts << x << y;
verts << x << y + MAX_TIME;
verts << x << y + MAX_TIME;
verts << x + 2 * NUM_PAINTS + FPS_WIDTH << y + MAX_TIME;
verts << x + 2 * NUM_PAINTS + FPS_WIDTH << y;
vbo->setData(6, 2, verts.constData(), NULL);
vbo->render(GL_TRIANGLES);
y += MAX_TIME; // paint up from the bottom
color.setRed(0);
color.setGreen(0);
vbo->setColor(color);
verts.clear();
verts << x + FPS_WIDTH << y - fps;
verts << x << y - fps;
verts << x << y;
verts << x << y;
verts << x + FPS_WIDTH << y;
verts << x + FPS_WIDTH << y - fps;
vbo->setData(6, 2, verts.constData(), NULL);
vbo->render(GL_TRIANGLES);
color.setBlue(0);
vbo->setColor(color);
QVector<float> vertices;
for (int i = 10;
i < MAX_TIME;
i += 10) {
vertices << x << y - i;
vertices << x + FPS_WIDTH << y - i;
}
vbo->setData(vertices.size() / 2, 2, vertices.constData(), NULL);
vbo->render(GL_LINES);
x += FPS_WIDTH;
// Paint FPS graph
paintFPSGraph(x, y);
x += NUM_PAINTS;
// Paint amount of rendered pixels graph
paintDrawSizeGraph(x, y);
if (effects->compositingType() == OpenGL2Compositing) {
ShaderManager::instance()->popShader();
}
// Paint FPS numerical value
paintFPSText(fps);
// Paint paint sizes
glDisable(GL_BLEND);
}
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
/*
Differences between OpenGL and XRender:
- differently specified rectangles (X: width/height, O: x2,y2)
- XRender uses pre-multiplied alpha
*/
void ShowFpsEffect::paintXrender(int fps)
{
Pixmap pixmap = XCreatePixmap(display(), rootWindow(), FPS_WIDTH, MAX_TIME, 32);
XRenderPicture p(pixmap, 32);
XFreePixmap(display(), pixmap);
XRenderColor col;
col.alpha = int(alpha * 0xffff);
col.red = int(alpha * 0xffff); // white
col.green = int(alpha * 0xffff);
col.blue = int(alpha * 0xffff);
XRenderFillRectangle(display(), PictOpSrc, p, &col, 0, 0, FPS_WIDTH, MAX_TIME);
col.red = 0; // blue
col.green = 0;
col.blue = int(alpha * 0xffff);
XRenderFillRectangle(display(), PictOpSrc, p, &col, 0, MAX_TIME - fps, FPS_WIDTH, fps);
col.red = 0; // black
col.green = 0;
col.blue = 0;
for (int i = 10;
i < MAX_TIME;
i += 10) {
XRenderFillRectangle(display(), PictOpSrc, p, &col, 0, MAX_TIME - i, FPS_WIDTH, 1);
}
XRenderComposite(display(), alpha != 1.0 ? PictOpOver : PictOpSrc, p, None,
effects->xrenderBufferPicture(), 0, 0, 0, 0, x, y, FPS_WIDTH, MAX_TIME);
// Paint FPS graph
paintFPSGraph(x + FPS_WIDTH, y);
// Paint amount of rendered pixels graph
paintDrawSizeGraph(x + FPS_WIDTH + MAX_TIME, y);
}
#endif
void ShowFpsEffect::paintFPSGraph(int x, int y)
{
// Paint FPS graph
QList<int> lines;
lines << 10 << 20 << 50;
QList<int> values;
for (int i = 0;
i < NUM_PAINTS;
++i) {
values.append(paints[(i + paints_pos) % NUM_PAINTS ]);
}
paintGraph(x, y, values, lines, true);
}
void ShowFpsEffect::paintDrawSizeGraph(int x, int y)
{
int max_drawsize = 0;
for (int i = 0; i < NUM_PAINTS; i++)
max_drawsize = qMax(max_drawsize, paint_size[ i ]);
// Log of min/max values shown on graph
const float max_pixels_log = 7.2f;
const float min_pixels_log = 2.0f;
const int minh = 5; // Minimum height of the bar when value > 0
float drawscale = (MAX_TIME - minh) / (max_pixels_log - min_pixels_log);
QList<int> drawlines;
for (int logh = (int)min_pixels_log; logh <= max_pixels_log; logh++)
drawlines.append((int)((logh - min_pixels_log) * drawscale) + minh);
QList<int> drawvalues;
for (int i = 0;
i < NUM_PAINTS;
++i) {
int value = paint_size[(i + paints_pos) % NUM_PAINTS ];
int h = 0;
if (value > 0) {
h = (int)((log10((double)value) - min_pixels_log) * drawscale);
h = qMin(qMax(0, h) + minh, MAX_TIME);
}
drawvalues.append(h);
}
paintGraph(x, y, drawvalues, drawlines, false);
}
void ShowFpsEffect::paintGraph(int x, int y, QList<int> values, QList<int> lines, bool colorize)
{
if (effects->isOpenGLCompositing()) {
QColor color(0, 0, 0);
color.setAlphaF(alpha);
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
vbo->reset();
vbo->setColor(color);
QVector<float> verts;
// First draw the lines
foreach (int h, lines) {
verts << x << y - h;
verts << x + values.count() << y - h;
}
vbo->setData(verts.size() / 2, 2, verts.constData(), NULL);
vbo->render(GL_LINES);
// Then the graph values
int lastValue = 0;
verts.clear();
for (int i = 0; i < values.count(); i++) {
int value = values[ i ];
if (colorize && value != lastValue) {
if (!verts.isEmpty()) {
vbo->setData(verts.size() / 2, 2, verts.constData(), NULL);
vbo->render(GL_LINES);
}
verts.clear();
if (value <= 10) {
color = QColor(0, 255, 0);
} else if (value <= 20) {
color = QColor(255, 255, 0);
} else if (value <= 50) {
color = QColor(255, 0, 0);
} else {
color = QColor(0, 0, 0);
}
vbo->setColor(color);
}
verts << x + values.count() - i << y;
verts << x + values.count() - i << y - value;
lastValue = value;
}
if (!verts.isEmpty()) {
vbo->setData(verts.size() / 2, 2, verts.constData(), NULL);
vbo->render(GL_LINES);
}
}
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
if (effects->compositingType() == XRenderCompositing) {
Pixmap pixmap = XCreatePixmap(display(), rootWindow(), values.count(), MAX_TIME, 32);
XRenderPicture p(pixmap, 32);
XFreePixmap(display(), pixmap);
XRenderColor col;
col.alpha = int(alpha * 0xffff);
// Draw background
col.red = col.green = col.blue = int(alpha * 0xffff); // white
XRenderFillRectangle(display(), PictOpSrc, p, &col, 0, 0, values.count(), MAX_TIME);
// Then the values
col.red = col.green = col.blue = int(alpha * 0x8000); // grey
for (int i = 0; i < values.count(); i++) {
int value = values[ i ];
if (colorize) {
if (value <= 10) {
// green
col.red = 0;
col.green = int(alpha * 0xffff);
col.blue = 0;
} else if (value <= 20) {
// yellow
col.red = int(alpha * 0xffff);
col.green = int(alpha * 0xffff);
col.blue = 0;
} else if (value <= 50) {
// red
col.red = int(alpha * 0xffff);
col.green = 0;
col.blue = 0;
} else {
// black
col.red = 0;
col.green = 0;
col.blue = 0;
}
}
XRenderFillRectangle(display(), PictOpSrc, p, &col,
values.count() - i, MAX_TIME - value, 1, value);
}
// Then the lines
col.red = col.green = col.blue = 0; // black
foreach (int h, lines)
XRenderFillRectangle(display(), PictOpSrc, p, &col, 0, MAX_TIME - h, values.count(), 1);
// Finally render the pixmap onto screen
XRenderComposite(display(), alpha != 1.0 ? PictOpOver : PictOpSrc, p, None,
effects->xrenderBufferPicture(), 0, 0, 0, 0, x, y, values.count(), MAX_TIME);
}
#endif
}
void ShowFpsEffect::postPaintScreen()
{
effects->postPaintScreen();
paints[ paints_pos ] = t.elapsed();
if (++paints_pos == NUM_PAINTS)
paints_pos = 0;
effects->addRepaint(fps_rect);
}
void ShowFpsEffect::paintFPSText(int fps)
{
if (!fpsTextRect.isValid())
return;
QImage im(100, 100, QImage::Format_ARGB32);
im.fill(0);
QPainter painter(&im);
painter.setFont(textFont);
painter.setPen(textColor);
painter.drawText(QRect(0, 0, 100, 100), textAlign, QString::number(fps));
delete fpsText;
fpsText = new GLTexture(im);
fpsText->bind();
if (effects->compositingType() == OpenGL2Compositing) {
GLShader *shader = ShaderManager::instance()->pushShader(ShaderManager::SimpleShader);
shader->setUniform("offset", QVector2D(0, 0));
}
fpsText->render(QRegion(fpsTextRect), fpsTextRect);
if (effects->compositingType() == OpenGL2Compositing) {
ShaderManager::instance()->popShader();
}
fpsText->unbind();
effects->addRepaint(fpsTextRect);
}
} // namespace